Home » PLAYER'S HQ 1.13 » v1.13 Combat/Weapon Academy » Favorite gear loadout for mercs? (1.13)
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Re: Favorite gear loadout for mercs? (1.13)[message #252744]
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Tue, 01 June 2010 15:15
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pripyatsurvivor |
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Messages:12
Registered:November 2009 Location: Aiming you... |
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In most games I only use 3 or 4 mercs, but they are best trained.
My favourite mercs are Igor, Fox, Blood and the IMP.
I take Drassen, train Militia, save some Money and then i go SHOPPING.
Man, I love Bobby Ray's!
For Igor, as my stealthy sniper, I order a M21 EBR, Bipod, Sniper Suppressor and cold loaded ammo.
For Fox, as shes ambidextrous, I buy two FN Five-seveN pistols with silencers and AET ammo, as a long-barrelled weapon she gets a Colt Commando with Tracers, Foregrip, a trigger group and an ACOG/Reflex-Combo.
Blood gets some throwing knifes, a HK G41 with the same attachements like Fox and some grenades
My IMP, an AutoWeaponsExpert, gets a MINIMI or a MG4 (but i prefer a MiNIMI) with tracers, forergrip, ACOG/Reflex-Combo and some kind of LAM.
Everyone has a Fecktarn-Vest, Dyneema-Protection, best NVG, Sunglasses, Smokegrenades, Gas-masks, Ex.-Ear, two SAW-Pouches, some kind of med-kit, two canteens and maybe a LAW.
Everybody has a Ghillie Suit and a Tailor 3 day-pack, too.
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Private
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Re: Favorite gear loadout for mercs? (1.13)[message #252788]
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Wed, 02 June 2010 10:12
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usrbid |
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Messages:1506
Registered:December 2008 |
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One idea which came up in the recent IRC chat was to make the gear at BR's more like a civilian shop in real life in a very broad sense, meaning that certain items are simply not available through BR's. You still can get these items from Tony's etc. or from enemies.
Unavailable
Just to give you guys and idea, for example I was not able to find 9x39mm ammo on the Internet, however I only spend about 30 minutes looking for it. It may be possible to find bullets, brass, and dies to make this ammunition yourself though.
Not for civilian market
Another example are weapons produced mostly for law enforcement and military. If these weapons use proprietary cartridges, like the Knight's Armament PDW 6x35mm cartridge, this ammo is not available for online sale. Again one might be able to make their own ammo.
Licensed / Patented
Some weapons / ammo is licensed or patented, which means the weapons / ammo is mostly available from a single manufacturer e.g. Alexander Arms, CheyTac etc. The license / patent holder may choose to distribute weapons and/or ammo through licensed retailers only, which means you *can* for example find some online shops who sell their stuff. The question for JA2 is then would BR fall into this category? And how many partnerships does BR hold? All of them?
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Re: Favorite gear loadout for mercs? (1.13)[message #253396]
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Wed, 09 June 2010 17:45
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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@ Dieter,
subsonic ammunition already does far less damage (bullet tumble is reduced by 25%) and that can be felt in-game. An ammo rehaul could be nice, but in terms of balance you shouldn't add too many negative effects to cold-loaded bullets as long as the noise reduction isn't as big an advantage as it is in reality.
Also, pistol calibers tend to be only slightly above sonic speed, whereas rifles shoot projectiles with approximately three times the velocity. Therefore, the effects would have to depend on the kind of ammo used and render silenced 5.56mm ammo pretty useless as it relies mainly on its huge speed rather than bullet mass. On the other hand this could mean players would have to go for large caliber guns like 9mm stuff instead of having long-ranged, accurate, high-damage rifles with no noise emission... alright, I totally agree that this would be cool.
Anyway, since noise in JA2 is not as big a problem as it would be in reality (enemies know you're there, take immediate cover, go to full alert instead of reading porn mags, start randomly suppress firing at your location, all hell breaks loose), like I said, the advantages of being silent usually wouldn't really match the worse performance of the gun due to slower bullets. That's what I think. I might be wrong. So unless the maps are bigger and the AI smarter, noise reduction isn't worth the extra penalties. Knives and such still work far better.
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Re: Favorite gear loadout for mercs? (1.13)[message #253833]
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Sun, 13 June 2010 14:02
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Fozzie |
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Messages:183
Registered:April 2010 Location: Germany |
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I like single-squad-play, picking up RNPCs on the way just to train militia.
So my squad generally has a 2-2-2 setup, meaning two snipers, two auto-weapon mercs and two heavy-weapon wielders.
The target gear is as follows (side note: I usually play non-sci-fi!):
For everybody a set of Dyneema armor but only with attachments that don't give penalties, so C18 only on the helmets, leg protectors but no plates. Appropriate night vision/sun goggles are a given, as well as extended ears which can be swapped for gas masks if the enemie's grenade throwers have a good day and can manage to get close enough.
Also a TIMS-set including the backpack for the heavier stuff needed between battles, e.g. tool- and medkits, spare grenades and ammo a.s.o. The combat pack holds the occasionally found canteen as well.
TT-Utility vest, leg gear according to specialization (grenade or medpack rig) plus "canvas bag" (don't know what it is called in the English version...)
KCB knives for all except the lockpicker who has a utility knife instead and the merc with the highest strength, who gets a Rambo knife - just in case.
Chemical lights for night-ops and a first aid kit for everyone (if medical skill isn't zero, of course).
Weapons:
For the snipers:
AMP DSR-1 with Rifle LAM, Sniper Scope, Bipod and SR-Suppressor. It seems, the DSR-1 is not very popular (probably for being bolt-action but not as bad-ass as a KSVK or the semi-automatic but slow-as-hell OSV-96 or Gepard M2) but I simply love it. Range and damage are sufficient in my opinion and it is definitely amongst the quickest and lightest in the bolt-action family and comparably "silent" with the suppressor.
Sniper side arms vary. Although MP7A1, Magpul or P90 are all sweet, I sometimes like to give them a CMM 7.3 with barrel extender - just for the good feeling of firing a pistol with 5.56x45mm ammo And of course, with this ammo-type you needn't worry about running out of the rather rare bullets for the aforementioned guns.
For the auto-weapon mercs:
MG36 RAS with LAM/Flashlight, Grippod, Battle Scope and Reflex Sight. I really like this jack-of-all-trades type of gun. Decent range, damage, accuracy and speed, along with a burst-mode and an ammo-type you'll never be short in supply of. It's weight and speed just place it a notch above the HK21E on my list, although the latter packs a bit more of a punch and has higher range.
So basically no side arm needed although I like to give them a PSG-1, Knight SR-25 or M21 EBR if I find them, for some day-time battles in open-ranged locations.
For the heavy-weapon wielders:
FN SCAR-H SV with LAM/Flashlight, Battle Scope and FN EGLM.
Simply the best AR/GL-Combo (That is, if you're not playing sci-fi. Otherwise the AICW clearly wins due to it's over-the-top grenades. The first time I used those it seriously felt like cheating...)
Good damage, superb range (for an AR) and decent speed - both for bullets and grenades. For grenades I only use 40mm HE, everything else is not worth carrying. Gas grenades are mostly pretty useless, because enemies too often have gas masks equipped and for the few occasions where smoke is required (Tixa basement...) a hand-thrown grenade is sufficient.
A side arm is not really required, although I like to have a picked up quick MP with common ammo as a backup, if the mercs can handle the extra load strength-wise.
Since I only use mortars/rockets to get rid of the tanks around Meduna, those are stored in the Hummer.
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Staff Sergeant
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Re: Favorite gear loadout for mercs? (1.13)[message #253943]
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Tue, 15 June 2010 04:30
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Never Darktide |
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Messages:88
Registered:July 2009 |
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Just a forewarning: I use IOV.
- Desert Eagle .50
It's just a classic. When an enemy (or a friggin' bloodcat) gets too close for comfort, I feel completely safe when I've got that thing at my side.
- Bizon PP-19
Ever since playing AVA, this has been one of my favorite weapons. The clip is huge, and PMM rounds are surprisingly dangerous, especially when you use too many of them.
- AS Val/VSS Vintorez
Anyone who has used these knows why. Probably some of the best stealth weapons available, especially for extended ranges.
- FN FAL -> SCAR-H (aka Mk17 Mod 0)
The FN FAL was probably the best overall weapon in JA2 vanilla, and now we have the SCAR, which is basically a FAL on steroids with changeable barrels. Honorable mention to the Mk16 Mod 1 (SCAR-L in 6.8mm SPC caliber), which is better for autofire (7.62x51mm rifles trying to autofire is laughable most of the time).
- L96A1 -> AWM .338
The AWM of 7.62x51mm, and then the actual AWM. In most cases I hate fanboys, but in this case, people are fanboys for a very good reason.
- HK WSG2000
Every time I see "9x90mm MEN ammunition", I have to yell "MENNNNNNNNN AMMUNITION!" I don't know why that is, but I like this even more than the AWM.
I like using the 8.5x night vision scope, even over the 10x or 12x, since you never know when you're going to run into rough crap, and I also use the best lasers available (AN/PEQ-15 or CORSAK preferred). I don't use noobtubes (hahaha) or suppressors much unless the weapon was designed to be used that way (fully armed variants). If I want a noobtube, I'll use a noobtube revolver. I'm also a big fan of burst fire, so I use foregrips and trigger groups a lot.
I prefer to use Dyneema (sometimes minus the leggings since they're bothersome and heavy) with night camo or ghillie suits. I keep being tempted to run out into the open with Dragon Skin, but I'd probably just get shot in the head. For extra protection I prefer using titanium plates, although I will use dyneema plates since they're almost as light and far more protective; finally, ballistic goggles and leg protectors (light, but nice little finishes for defense, especially when you don't wear any leggings).
Other stuff is obvious: extended ears, sun goggles, night vision goggles...I usually have at least one person with a GERBER multitool, whoever my strong mech is. I like using LBE with lots of small/medium pockets, since I often carry a lot of random crap (or grenades) around, so the PARACLETE RAV vests, TAD FIST pack and Magforce thigh packs work well for me. Screw backpacks.
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Corporal 1st Class
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Re: Favorite gear loadout for mercs? (1.13)[message #274163]
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Tue, 22 February 2011 05:07
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swampgator |
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Messages:94
Registered:May 2009 |
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Keep in mind this is my first playthrough with 1.13. I'm playing 4075 with STOMP. I played RR, but didn't finish it.
Early/mid game- Night ops-Aug para/AS Val or HK SL9SD - whichever I can find more ammo for
Day ops- Aug A2 or FAMAS/ AN-94 or C7/Sniper has the M21 then the Knight SR-25 when i find one
Late game- My favorite weapon right now is the M16A4 with cold loaded ammo- I'm doing less and less day ops cuz it's too easy- no challenge. I'm not sure what you guys are talking about 5.56 doesn't cut armor. I'm doing fine and i'm just outside Meduna. Course it does take three bursts to kill your enemy.
My Heavy weapons expert was using a HK 21E until i figured out that heavy weapons guys get no bonuses with LMG's. Now i'm going with the FN SCAR-H SV with the underslug grenade launcher.
I'm playing around with the Erma SR-100 for sniping when i don't feel like waiting for nighttime.
My sidearm is the HK MP7A1 or the Styr Temp with silencers.
I use different vests, but most of my mercs have the Russian 106 or Flecktarn. I use different packs depending on what the merc needs. My HW guys use the TIMS set.
I'm still figuring out the armor. Right now my scouts and night ops experts use the gillie with dyneema armor, and everyone else has Zylon and Dyneema helmets with camo added. I'm playing "Living off the land" with 6 IMPS and just hiring locals. Seems hard to have enough STR with STOMP and 6 IMPs for everyone to have gillie suits. Most of my IMPS have 70-74 str. My bomb/tech has less because he had to stretch out his stats. The only imp that has 85 str is my HW guy. Course with living off the land i'm not even supposed to have the gillie since it's BR only. But I "cheated" a little bit on that one, since they don't drop from enemies. Same thing with the FN SCAR-H SV. You can't make it without the conversion kit.
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Corporal 1st Class
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Re: Favorite gear loadout for mercs? (1.13)[message #274229]
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Tue, 22 February 2011 18:42
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Sincleanser |
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Messages:60
Registered:November 2009 Location: Houston |
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[Note: There are 3 factors when it comes to calculating any damage - 1) Armor , 2) Damage value of the firearm , 3) Ammo type [aka AP, HP, Glacer, ect]
5.56 AP ammo DOES cut armor, and is usually the default ammo that hire-ables will come loaded out with if they come with that caliber of ammo. The problem isn't that it doesn't cut armor [it does] - it's that the bullets themselves are being shot with much less velocity and cutting power than a 7.62 or .50 caliber round - it's both a combination of the round and the firearm. Of course a 7.62 or .50 or really anything bigger [in JA2 that is, not necessarily IRL] than a 5.56 will perform better at piercing armor.
And then, the armor is taken into account as well - if you are playing with the armor coverage system. In that system in particular, armor can be completely bypassed as it [and I believe none in the game currently] completely covers the area 100% - it could possibly cover only 40% - this means that any bullet [guessing on how the check works] will have a 60% chance to strike the target without armor being taken into consideration. Better armor covers better and has a better resistance to bullet impact. So yes, as the game progresses, the enemy will attain better armor, so you need to attain better weapons. Just like it always has been [for... most cases].
If using the expanded description boxes you can look at all this in game by right clicking on a particular item - such as a helmet, vest, leggings or any ammo magazine/round and look at the Advanced tab - all the information is there, with tool tips - and is easy to understand.
I hope that helps.
[Updated on: Tue, 22 February 2011 18:45] by Moderator Report message to a moderator
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Corporal
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Re: Favorite gear loadout for mercs? (1.13)[message #274432]
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Thu, 24 February 2011 14:17
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wolf00 |
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Messages:1148
Registered:September 2006 Location: Czech Republic |
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guns:sa vz 58[ar],cz 700 for sniper work,scorpio vz 82[mp],cz 75b or cz in pistol holster,in arly game im using uzi or mini uzi,ugly like hell but work good mac 10,ak 1*** in 5.56x45 variant or good old akm ...
ealy game: im using set of kevlar armor like standart[kevlar or guardian vest]
later game: low lever merc's get dynema armor set,higher lever merc's get dynema armor set
antibug weaponry:m 249[two guns in squad] specialy loaded by glaser or hp ammo,some spare belt's in reserve,m60e3 1x in squad samo like m249,two aa-12 or usas loaded by buckshot or flechete rounds,sniper awm or something,optional 1xamd 65 drum alredy on gun ammo mostly hp or ap,backup:fn p90 or h&k mp7 or pdw in 6.35,sidearm fn five sever or h&k ucp,every merc have first aid kit,two medkit in squad
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Sergeant Major
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Re: Favorite gear loadout for mercs? (1.13)[message #280575]
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Tue, 24 May 2011 05:32
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relnor |
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Messages:57
Registered:April 2011 Location: Philippines, Cebu |
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CQ dude
armor: eod helmet, spectra vest(upgrade to field ops then c-20) with titanium plate (i prefer items that are repairable or atleast can be repaired with c-20 and high coverage)
as for legs, i dont mind as long as its compatible with ghille and light enough to keep stealth rating to zero or better. maybe stealth legs but not sure yet
dragon skin would be better but it makes me careless and cannot be repaired even with c-20 i think (i might test again lol)
lbe: assassin vest, Special Operations c.p.
edit: hahaha this set up would look weird in real life. big head, standard vest, grassy legs
snipers, rifleman & everyone else
armor: dynema or any armor compatible with full ghille
lbe: 3 day pack, assassin or sniper vest or something
since has woodland camo, everyone carries urban camo (garrison buildings)
guns: anything that has common ammo drop, silencers are a priority, except shotguns lol
[Updated on: Tue, 24 May 2011 05:43] by Moderator Report message to a moderator
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Corporal
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Re: Favorite gear loadout for mercs? (1.13)[message #296836]
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Tue, 17 January 2012 00:55
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Ryft |
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Messages:278
Registered:June 2009 |
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I'm going to edit Timespike's list here, bold indicating alterations or additions. My standards are as follows:
Timespike
KCB knife (knife/wirecutters FTW!)
1-2 first aid kits (depends on if I'm trying to eliminate extra weight}
TT Utility Vest for standard troops or SAW Rig for the machine gunner
Dyneema armor with compound 18, leg protectors, and ceramic plates
Gas Mask
The best NV goggles I can get
Sun goggles
1-2 canteens
Full ghillie suit
My leg rigs depend on the individual merc's roles, but generally I choose between: MP Holster; the First Aid Rig; AR Mag/Utility Pouch; Canteen/Utility Pouch; 40mm Grenade Panel; AR Mag/Canteen/Grenade Panel; SAW Pouch.
I generally scavenge my pistol backup weapon, rather than spending money on it. End game I'm generally going with either a 5-7 or MP7 and AET ammo for most mercs. I don't bother with this item on Mercs that carry a Magpul PDR or FNP90 as a secondary weapon.
Tactical Tailor Combat Pack
On top of this, I'm generally packing:
Extended Ears
2 Chemical Break Lights
Some specialist gear includes:
Repair Kit
Swiss Army Knife (I like not needing to use a pocket for my lock picking tools)
Doctor Kit
C4 with remote detonators
Weapons are varied extensively. Depends on late game versus early game, and whether or not I'm trying to play a low-cost revolution, or a highly financed coup. I generally favor:
Pistols/Machine Pistols: very quickly relegated to backup weapon status. General progression is:
SIG P210 or Glock 17--> Glock 18 --> HK UCP --> FN Five Seven --> MP7A1 (Machine Pistol)
Submachine Guns: main weapons during the very early progress levels, with some surviving to late game.
Colt 9mm SMG ("almost a carbine", starts to take advantage of any early AR attachments you might come across.)
Steyr AUG Para (exceptional range for an SMG. not the best ready speed, though. like the colt, could be considered "almost a carbine" except for the ammo type.)
FN P90 (with AET ammo and some of the best SMG stats in the game, this SMG survives until the end for short range encounters.)
Carbines:
Colt M4 Commando, HK 416 10" (all of these early carbines are great weapons, and I usually switch to one of them as soon as I'm able to.)
Magpul PDR (this is often my sniper or heavy weapons expert's secondary weapon for shorter-range encounters. I like the lower weight and excellent all-round capabilities.)
ARs:
Valmet M82 (my "scrub" gun. When I have to equip someone like Ira with a novice weapon, this is often a solid choice. It's got great speed for its weapon category, and otherwise performs well enough to utilize low action point scores. I generally equip it with leftover accessories, often a barrel extender for some extra range.)
M4A1, Diemaco C7A2 (great weapons with well-rounded stats... these weapons are workhorse mid-game staples for me. The M4 has excellent speed, almost a bridge weapon between carbines and the longer range ARs.)
Steyr AUG A3 (Credit to UniversalWolf for pointing out this weapon's merits in NCTH)
FN FAL OSW, HK 417 (these weapons are to 7.62 NATO what the M4 and C7A2 are to 5.56.)
Ares Shrike (a good machine-gun stand-in if you haven't found or purchased a Beta C-Mag adapter for a C7A2 yet.)
RPK (I like to throw saved-up tracer ammo and a folding stock on this thing, and give it to a "B squad" machine gunner. Solid stuff.)
SCAR-H SV (a great weapon with an exceptionally long range that helps me dominate daytime sorties in open terrain.)
Machine Guns:
FN MINIMI, FN MAG (basically amounts to which gun/ammo type I want to carry. The Mini-me can carry more rounds, and spare 5.56 ammo is exceptionally plentiful, so I usually go with it.)
Rifles:
Mini-14 (with a folding stock and sometimes a trigger group, this is often another "scrub gun" in a pinch, and it often shows up early game to boot. For it's progress level, it's got great range.)
Sniper Rifles: I tend to prefer semi-automatic rifles to bolt action rifles. If I was going with a traditional long-range 2-man sniper team, I might use something different.
Dragunov SVDS (ok, so an 8x PSO-3 scope is not exactly a 10x sniper scope, but the gun fills a similar role. With match ammo this makes a great early marksman weapon.)
M21 Tactical --> M21 EBR (great semi-auto rifle, and the EBR carries great accessories and replaces the SVDS.)
VSSK Vychlop (sometimes you are acting during night time, and the guy that you shoot at absolutely has to die without sounding an alarm. when that is the case, this gun does that, and quietly.)
Shotguns: as in all games, shotguns never seem truly competitive for my play style. I wish it were otherwise, because they are cool. ultimately, though, I can't really recommend any as standard kit for my groups, though sometimes I play around with them for fun. The UDAR is alright as a pistol-category backup gun, I suppose.
Heavy Weapons:
Commando Mortar (FTW! Great range, utility, and firepower.)
Various underbarrel or stand-alone launching systems, as I find or can afford them.
I generally don't mess much with thrown weapons or grenades, though sometimes a smokescreen is handy in a pinch. I usually get that from a mortar round, though. Molotovs are sometimes fun.
[Updated on: Mon, 30 January 2012 08:00] by Moderator Report message to a moderator
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Master Sergeant
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Re: Favorite gear loadout for mercs? (1.13)[message #301055]
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Tue, 06 March 2012 00:43
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Ryft |
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Messages:278
Registered:June 2009 |
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Interesting on how I can look back at a gear loadout from even a short time ago and see how things evolve...
Quote:
KCB knife (knife/wirecutters FTW!)
1-2 first aid kits (depends on if I'm trying to eliminate extra weight)
TT Utility Vest
Dyneema armor with compound 18, leg protectors, and ceramic plates
Gas Mask
The best NV goggles I can get
Sun goggles
1-2 canteens (and leaning towards 2 canteens when possible)
Full ghillie suit (or a constant supply of the truck's stash of camouflage kits)
My leg rigs depend on the individual merc's roles (Usually includes one SAW rig as a general purpose dump bag for mags, c-mags, large mags, etc. Great multipurpose equipment.)
I generally scavenge my pistol backup weapon, rather than spending money on it.
Currently experimenting with the TIMS pack set. Not having the small pocket like on the Tactical Tailor Combat Pack hurts a little bit early game, when I'm carrying lots of grenades. Later game, when the short range of most grenades leaves them useless compared to grenade launchers, I'm not needing more stash space for them, but the TIMS backpack really helps carry more... mortars, extra explosives, camouflage kits, and attractive weapon drops for prospective team members.
Quote:On top of this, I'm generally packing:
Extended Ears
2 Chemical Break Lights
Emergency Flares, which like Illumination Grenades have a brighter presence than Chem Lights during night engagements.
Smoke Grenade, generally just 1 a piece. When one merc comes under fire, they really do make a difference. And the merc carrying one by themselves does indeed end up being the one shot, unable to manage the APs to save their own butts. So everyone gets 1. I don't really bother with mustard or CS gas, as you often have to deploy it on top of your wounded merc, and I don't have their gas mask equipped by default.
Flashbang on mercs that have close combat weapons... SMGs or carbines and the like. Mostly it's good for enemies entrenched in buildings, in known locations.
Weapons are varied extensively. Depends on late game versus early game, and whether or not I'm trying to play a low-cost revolution, or a highly financed coup. I generally favor:
Pistols/Machine Pistols: very quickly relegated to backup weapon status. General progression is:
SIG P210 or Glock 17--> Glock 18 --> FN Five Seven --> Veresk or MP7A1 (Machine Pistol). Snipers need an automatic backup weapon, so I prioritize machine pistols for them.
Outside of no longer carrying a backup longarm for my squad designated marksman, my taste in longarms isn't that much different from a month ago.
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Master Sergeant
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Re: Favorite gear loadout for mercs? (1.13)[message #301085]
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Tue, 06 March 2012 06:13
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Ryft |
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Messages:278
Registered:June 2009 |
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I'm currently trying out the M14 EBR for the first time with Lynx, actually. It's sort of neat, since he started with the original weapon and I just updated it with the EBR stock, so he has used the same exact gun through an entire campaign. I'd say it's pretty darned good at what it does... I'd say it is either equal to or only slightly inferior than the SCAR-H SV. It's even perhaps slightly better if you favor burst fire, though generally with a DR type of long-range AR, I mostly use single, well-aimed shots, with the occasional aimed burst of 2 or 3 rounds only when I'm taking a risk to try to drop two enemies in a round.
He's paired up against Buns, with a Zastava (10x scope), and Carlos, using a Dragunov (PSO-3)and Conrad, with a G3A3 (7x). So far all four are holding their own on the team, with engagement range playing an important role in target selection for each marksman.
Let's see, gun updates. If I had to change anything...
Quote:Submachine Guns:
Steyr AUG Para, FN P90. These are rather predictable choices, but they are probably the most devastating weapons within their category.
Carbines:
Colt M4 Commando, Magpul PDR. Again, very predictable choices, based on stats.
ARs:
HK G11: I've yet to find a better weapon for a novice marksman. The bullpup draw speed, solid range, and delayed recoil on burst fire makes it deadly for almost anyone. I can give this thing with a 7x scope to Vince, Shank, or any subpar merc and they will take out enemies right away, without any further training. Too bad the game limits your access to them when in realistic mode.
Other favorites still include M4A1, Diemaco C7A2, Steyr AUG A2 and A3, FN FAL OSW, HK 417, Ares Shrike, RPK-74, SCAR-H SV. The choices are as much for stats as for style.
Machine Guns:
RPK, FN MINIMI, FN MAG. The RPK remains a great weapon for using spare ammo that's lying around. It's a pretty stable autofire platform, too, for when you actually want to hit what you're shooting at and not just suppress the enemy. The MINIMI remains my MG standard for versatility. The MAG is probably the most lethal of the three.
Rifles:
Mini-14 is out... I realized the ridiculous burst costs with a trigger group installed. I did discover the (probably oopsed) ridiculously non-existent burst penalties for the HEZI SM-1.
Sniper Rifles:
Dragunov SVD or SVDS, M21 EBR, VSSK Vychlop. I stick with semi automatic rifles, in a designated marksman sort of role. I generally don't take shots from across the map... my scout rarely strays so far from the group that I can set up those sorts of sniper shots... generally the scout is more "point man" than anything else. Long range shots are often used in daylight skirmishing to instigate combat, where I can often drop many enemies before they close in on my position.
Shotguns: the CAWS and USAS-12 are excellent with buckshot. I otherwise generally avoid semi-auto shotguns except for early game. Meltdown is absolutely savage in the early game with a pair of UDAR pistols, though.
And for the newest entry, I suppose a nod to heavy weapons is in order.
The Commando Mortar has some of the best versatility in the game. It's smoke screens are instantly large, compared to smaller grenades. It allows a merc in the back of the team, or on an unattacked flank, to instantly and devastatingly impact another part of the map where the team is getting overrun. It also lights up the battlefield at night, allowing you to initiate long range combat in a format where your enemies simply cannot retaliate in kind.
M203 is great on a Steyr AUG A2 (or in a pinch, a scavenged FAMAS in the midgame) to give your primary riflemen some explosive versatility. I otherwise like to give my mercs an RGM Kastet, which is very portable and packs those awesome bouncing grenades, but lacks the versatility of illumination and smoke. I recently survived an ambush where 3 mercs (Raven, Miguel, and Hitman), after I carelessly sent them on an errand to clear some eastern map tiles by themselves, were returning to the rest of the team in Balime and walked right into a huge patrol on the road. They held off this army during the daytime using nothing but excellent cover in a well protected map corner, and tons of launched grenades from these weapons, backed up by some decently placed aimed autofire. When it's 40+ against 3, though, you don't even have time to reload. I was clenching my teeth the entire time, and I went through most of my collected stash of grenades, but the results were devastating to the enemy. It's battles like these that impress upon you certain gear choices. Without the ability to engage at farther than ACOG site range, I found myself being overrun until I started firing 1-2 grenades per round. THAT makes a fast difference in combat.
And on that same note...
Milkor MGL-140, XM-25 Easily the most devastating close-range support weapons in the game, with a single merc often able to loose two grenade shots per round. I put these on my primary grenadiers, and don't hesitate to throw some muscle around once in a while.
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Master Sergeant
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